wined3d: Send resource preloads through the command stream.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -55,6 +55,7 @@ enum wined3d_cs_op
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WINED3D_CS_OP_RESET_STATE,
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WINED3D_CS_OP_DESTROY_OBJECT,
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WINED3D_CS_OP_QUERY_ISSUE,
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WINED3D_CS_OP_PRELOAD_RESOURCE,
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WINED3D_CS_OP_UNLOAD_RESOURCE,
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};
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@ -276,6 +277,12 @@ struct wined3d_cs_query_issue
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DWORD flags;
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};
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struct wined3d_cs_preload_resource
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{
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enum wined3d_cs_op opcode;
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struct wined3d_resource *resource;
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};
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struct wined3d_cs_unload_resource
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{
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enum wined3d_cs_op opcode;
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@ -1250,6 +1257,28 @@ void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *qu
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_preload_resource(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_preload_resource *op = data;
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struct wined3d_resource *resource = op->resource;
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resource->resource_ops->resource_preload(resource);
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wined3d_resource_release(resource);
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}
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void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource)
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{
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struct wined3d_cs_preload_resource *op;
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op = cs->ops->require_space(cs, sizeof(*op));
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op->opcode = WINED3D_CS_OP_PRELOAD_RESOURCE;
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op->resource = resource;
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wined3d_resource_acquire(resource);
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cs->ops->submit(cs);
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}
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static void wined3d_cs_exec_unload_resource(struct wined3d_cs *cs, const void *data)
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{
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const struct wined3d_cs_unload_resource *op = data;
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@ -1303,6 +1332,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
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/* WINED3D_CS_OP_RESET_STATE */ wined3d_cs_exec_reset_state,
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/* WINED3D_CS_OP_DESTROY_OBJECT */ wined3d_cs_exec_destroy_object,
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/* WINED3D_CS_OP_QUERY_ISSUE */ wined3d_cs_exec_query_issue,
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/* WINED3D_CS_OP_PRELOAD_RESOURCE */ wined3d_cs_exec_preload_resource,
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/* WINED3D_CS_OP_UNLOAD_RESOURCE */ wined3d_cs_exec_unload_resource,
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};
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@ -329,7 +329,7 @@ HRESULT CDECL wined3d_resource_unmap(struct wined3d_resource *resource, unsigned
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void CDECL wined3d_resource_preload(struct wined3d_resource *resource)
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{
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resource->resource_ops->resource_preload(resource);
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wined3d_cs_emit_preload_resource(resource->device->cs, resource);
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}
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BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource)
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@ -3048,6 +3048,7 @@ void wined3d_cs_emit_destroy_object(struct wined3d_cs *cs,
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void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
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unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
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const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) DECLSPEC_HIDDEN;
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void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN;
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